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CONTENTS
THE KNIGHTS OF ORIGO ............................................................................................................................... 4 HARBOTH AND THE BLACK MOUNTAIN BOYS......................................................................................... 5 MAD MULLAH AKLAN'D'S DEATH COMMANDOS..................................................................................... 7 THE BOWMEN OF WOOD ELF PRINCE OREON........................................................................................... 8 ELWING'S ELVEN GUARD CAVALRY .......................................................................................................... 9 KARNAC'S LIZARDMEN RAIDERS...............................................................................................................10 FLYING GARGOYLES OF BARDA ................................................................................................................12 NOTLOB'S ORCISH BOLT-THROWING ENGINES .......................................................................................13 THE MIGHTY THROG AND HIS HOBGOBLIN DESPOILERS OF THE DARK LANDS ..............................14 THE DISCIPLES OF THE RED REDEMPTION...............................................................................................15 AVENGING KNIGHTS OF THE CLEANSING FLAME ..................................................................................17 EEZA UGEZOD'S MOTHER CRUSHERS .......................................................................................................19 THE NIGHTMARE LEGION – MORDINI'S DOOMED LEGION ....................................................................20 SKARLOC'S WOOD ELF ARCHERS ..............................................................................................................22 PRINCE ULTHER’S IMPERIAL DWARFS – THE DRAGON COMPANY .....................................................25 FOR HIRE.........................................................................................................................................................27

Updated by: Mathias Eliasson.

Cover Art: Warhammer Online

Art: wittman80, daarken, Wiggers123, Feliche, hideki, Ralph Horsley, John Gravato, justaman78, Taidaishar, Mark of Chaos, Gadbury, Games-Workshop. Original Work: Games-Workshop Special Thanks To: Solegends and Red Orc for helping me finding the material, and Alfred Nunez Jr for his work. This book is completely unofficial and in no way endorsed by Games Workshop Limited. The Chaos devices, the Chaos logo, Citadel, Citadel Device, the Double-Headed/Imperial Eagle device, 'Eavy Metal, Forge World, Games Workshop, Games Workshop logo, Golden Demon, Great Unclean One, the Hammer of Sigmar logo, Horned Rat logo, Keeper of Secrets, Khemri, Khorne, Lord of Change, Nurgle, Skaven, the Skaven symbol devices, Slaanesh, Tomb Kings, Trio of Warriors, Twin Tailed Comet Logo, Tzeentch, Warhammer, Warhammer Online, Warhammer World logo, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Warhammer world are either ®, TM and/or © Copyright Games Workshop Ltd 2000-2013, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.

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INTRODUCTION
Famous mercenary regiments acquire a certain notoriety because they are remarkably successful, brutal, adventurous, or for some other reason that brings them to the attention of the world. We call them Regiments of Renown and it is these units which form the basis of the Dogs of War armies. Individual Regiments of Renown are led by famous characters, and indeed are frequently named after these leaders. For example, the notorious Ogre Captain Golgfag, whose Ogre mercenaries have, at one time or another, looted and despoiled most civilised parts Old World... and some not so civilised ones too. Dogs of War do not necessarily have ties to a particular country, nor are they a whole new race. They are bands of warriors and adventurers who live by fighting – for glory and more importantly for gold! The Dogs of War are made up of skilled pikemen, deadly marksmen, Hobgoblin cavalry from the eastern steppes, Halfling scouts, drunken Dwarf pirates, Ogres from the Badlands and Giants from the misty shores of Albion. Together they ply their trade to every point of the compass in the Old and New Worlds, fighting for anybody, any time, any place, anywhere… Although the Dogs of War regiments have no common heritage, many find employment in that most notorious of mercenary breeding grounds, the land of Tilea. Tilea is an anarchic land and is in an almost constant state of upheaval, as the wealthy merchant princes of the independent city states plot against each other. All this anarchy means mercenaries who travel there can be assured of profitable employment. Just as there are regiments of mercenaries to hire, there are just as many lone freelancers. These individuals wander the Old World, selling their skills to the highest bidder. Many are thieves and brigands, and some are hard bitten mercenaries who will not (or cannot) join one of the many mercenary regiments. There are thrillseeking Imperial nobles, fanatical Witch Hunters and even specialists such as siege engineers, wizards or assassins. If you wish to add Regiments of Renown to your existing Warhammer army, then you should check the Army List section of this book. You'll see that each Regiment of Renown is available for hire to a limited selection of armies. This is not because the mercenaries are choosy who they fight for (far from it!), but because some armies would never hire certain races or individuals. No self-respecting Dwarf general is going to hire Morgrog the Dwarf Crusher now is he? All named models (except for Standard Bearers and Musicians) in a Regiments of Renown follow the rules for Characters in the game, with the following exceptions. These characters cannot leave their unit (unless specified), but they do not use up any of the character percentage from the army lists (unless specified). If the characters have different equipment than the rest of the rank and file, this is clearly listed in the Equipment list. Note that, regardless of their Leadership value, these characters can never be an army’s General. Some of these named models are Standard Bearers and Musicians; these are treated just like normal Standard Bearers and Musicians, and as such may not be attacked separately. All of these units and characters are unique – you may only field one of each in your army, unless specified. When fielding Regiments of Renown in any army other than Dogs of War, they follow the rules for nonaligned allies.

REGIMENTS FOR HIRE
In the next few pages, you will find all the information you need to field Regiments of Renown in your Warhammer battles. Points. Each regiment has a basic cost, which includes all the equipment, characters and their magic items. These cannot be modified in any way. Profiles. The characteristic profiles for the troops and characters in each unit are given here. Unit Sizes. Each entry specifies the minimum size for each unit. Normally the unit’s size can be increased by buying extra models at the cost given, but in some cases units also have a maximum size. Equipment. This entry lists the weapons and armour for that regiment. The value of these items is included in the points value. Special rules. Many troops have special rules which are described in this section. Magic Items. Some characters carry magic items and their rules are given here. Note that the player cannot buy new magic items for the characters of the Regiments of Renown.

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THE KNIGHTS OF ORIGO
The island outpost of Fyrus seemed a good place for the monks of the holy order of Saint Origo to build a monastery. True - Fyrus did lie but a dozen miles from the coasts of Araby, it was the birth place of the revered Mullah Aklan'd and its harbours did control the main east-west trade route; but the Brothers of the Holy Order of Saint Origo decided Fyrus would make an ideal place to rest and meditate. They started by kicking out all of the natives and building a huge fortress. This they decided to call the 'Holy Monastery of the Divine Origo. When the good brothers found their prayer disturbed by Arabian pirates and the continued complaints of the disinherited they reacted in the only way they knew how. They built fleets, wiped the waterways clean of eastern ships, and fired every Arabian port within a hundred miles. For the purposes of the crusade the Grand Master of the Order designed the special uniform and banner used. The Knights returned to a life of peace and contemplation, disturbed only by annual excursions burning, looting and destroying all along the coasts of heathendom. After a few years they were shaken from their solitude by vast armies of Easterners, who lay seige to, and eventually destroyed, the monastery. Many of the Knights were slain in this unprevoked attack but a large company escaped. Unde their new Grand Master, Sir John Tyrweld, and aided by the Order's Champion Donna Don Domingio, the Order reformed in the West. From then on the company crusaded extensively against the enemies of all right thinking folk and gained a considerable reputation from their enemies. Amongst the Goblins they became renowned as 'The Frothers', whilst the Easterners dubbed Sir John 'The Foaming One'.

POINTS: John Tyreweld plus nine Knights,
including Don Domingio, a Standard Bearer and Musician, cost a total of 190 points. This is the minimum size of unit you can hire. The regiment may be enlarged by adding extra Knights at a cost of 10 points each. M WS BS S T W 4 6 3 4 4 2 4 5 3 4 3 1 4 4 3 3 3 1 I 6 4 3 A Ld 3 9 2 8 1 8

John Tyreweld Don Domingio Brother Knight

UNIT SIZE: 10+ EQUIPMENT: Hand weapon, shield and heavy
armour.

TROOP TYPE: Infantry. SPECIAL RULES: Frenzy, Hatred (nonBretonnians and Imperials).
Note: The Knights of Origo may not be included in the same army as Mad Mullah Aklan’d’s Death Commandos.

THE REGIMENT
CAPTAIN: Sir John Tyreweld. MOTTO: “Only the Sword Purifies”. BATTLE-CRY: Peace and Justice! APPEARANCE: Mail armour, great helm and surcoat. The surcoat of this particular order is red, which symbolises the blood that was shed that others might go on - specifically the blood of their enemies. Note the badge of the order worn over the right breast. The badge of the order is placed upon the heater shield.

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HARBOTH AND THE BLACK MOUNTAIN BOYS
Harboth spent his declining years cattle rustling in the deep south. When the local dwarf leader offered a bounty to adventurers bold enough to try to destroy the Orc settlement, Harboth resonded by meetinf, and subsequently eating each adventurer stupid enough to try it. Yaskin Forit made a necklace of the ears of these unfortunate characters, whilst Harboth sent their bones back to the Dwarf leader together with instructions to send more Halflings as he found these particularly palatable. At the Battle of Bauer’s Farm the Black Mountain Boys were mauled by a force including the 17th (Bafon Olaf’s Own) Regiment of Foot and a contingent of the Stirland Free Foresters. Following this setback, they crossed into the Border Princes in search of easier pickings.

"Oy, boss" "Wot" "Bin ter see Notlob, like you said," "Yer............?"
The Black Fire Pass is the only route over the Black Mountains, and for years the mountain and the pass were by and large impassable due to the presence of a large Orc settlement. This dirty and squalid township consisted of several dozen wooden shacks, a large but unstable saloon and hundreds of mean, greedy, lowdown Orcs. The town was run by Harboth, an Orc of great size and strength. Harboth's mates used to spend most of their time in the saloon, sheltering from the almost non-stop rain which is an everyday phenomenon along the slopes of the Black Mountains. They would take turns manning the toll gates and torturing travellers. Occasionally there would be a fight as some indignant Halfling or Dwarf tried to defend himself - but not often. As you can see The Black Mountain Boys don't go in much for fine clothing or fancy gear. They have quite an extensive collection of armour and weapons looted from travelers, including sturdy bows as well as heavy iron hooked cleavers called Dwarf Ticklers, an invention of Harboth's of which he is justly proud. Yaskin Forit carries an especially large, double handed version of thsi weapon. After the Goblin wars the Bad Lands were gradually cleaned up by the Dwarfs. Harboth and his gang were forced to take to their heels. It is rumoured that

"An’ I sez you sez if ‘e don’t find some stunties we eat ‘is boys," "Yer?" "So ‘e sez ‘e’s goin’ ‘untin’ stunty," "Do wot?" "E’s packin’ ‘is spearchuckers, an’ movin’ out. Goin’ ter ‘unt some stunties, ‘e sez," "WOT!" "E’s packin’..." "SHADDAP!" "But I woz only...OW!" "Get packin’..." "Wot?" "You ‘eard, Finks ‘e can leave ud behind, duz ‘e? We’ll show ‘im!" ...And so it was that Harboth’s Black Mountain Boys moved out of the Black Fire Pass to terrorise the lands beyond. The uneasy partnership between the Black Mountain Boys and Notlob’s bolt-thrower crews was dissolved, over a trivial misunderstanding due to the limited nature of the Orcish language. The Orcish Word for moving out can also mean deserting, running away or soiling one’s underwear...

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THE REGIMENT
CAPTAIN: Harboth the Orc. BATTLE-CRY: “Pulp the Stunties!”, as well as various chants about Notlob, his attitude to danger and the state of his underwear. APPEARANCE: Ragged tunics and breeches, all clothing is very dirty with a generally cast off appearance. A light Mail jerkin is worn underneath the other rags. From the shields of the adventurers met (and subsequently eaten) by Harboth, the Black Mountain Boys discovered the concept of pictoral art, and now their shields are painted with the faces of particularly noteworthy victims. Assorted emblems prevail - often of an offensive or insulting nature. Harboth and his troops prefer to individualise their shields by scrawling offensive pictures or slogans on them. POINTS: Harboth plus nine Orcs, including Yaskin Forit, a Standard Bearer and Musician, cost a total of 165 points. This is the minimum size of unit you can hire. The regiment may be enlarged by adding extra Orcs at a cost of 8 points each.
Harboth Yaskin Forit Mountain Boy M WS BS S T W 4 5 3 4 5 2 4 4 3 4 4 1 4 3 3 3 4 1 I 3 2 2 A Ld 3 8 2 7 1 7

THE ANIMOSITY TABLE
When a unit fails its Animosity test, roll a D6 on the , table and apply the result immediately. 1 Get 'Em. Oi! Did yer see that? Them other greenskins is askin' for trouble! Pullin' faces, shoutin' rude insults, hurlin' dung! They deserve a good bashin'! Inflict D6 S3 hits on the closest friendly unit that has 5 or more models, is subject to Animosity, and is within 12". The victim (if there is one) then inflicts D6 S3 hits back. In both instances, Hordes inflict 2D6 S3 hits instead of just D6. Neither unit can charge or move in the Movement phase, cast spells, nor shoot this turn. If the victim has not yet taken an Animosity test, then it does not do so this turn. If there isn't an eligible victim, the unit will Squabble instead (see below). Wounds caused by the Get 'Em result never cause Panic tests — Orcs & Goblins find it far too entertaining to consider running away! 2-5 2-5 Squabble. Ratgut is a filthy lyin' git. As soon as this fight is done he needs teachin' a lesson. Take this and dat, and this and dat, and this and dat, and sum of this! If it is possible to do so, the unit must declare a charge against the closest enemy unit in the Charge sub-phase. If the unit is unable to declare a charge, then a rowdy squabble breaks out and the unit may not move in the Movement phase, cast spells nor shoot this turn. We'll Show 'Em. Da rest of da army is just a bunch of softies compared to us. Let's go show those pansies how it's done proper. Stomp everyfing into dust. Charge! Pivot the unit on the spot to face the nearest visible enemy unit, and then make a full (nonmarch) move in a straight line towards it. If there is no visible enemy, the unit must move straight ahead instead. If it is impossible for the unit to pivot to face the closest enemy, it will pivot towards it as far as it can, and will then move as far forward as it can while still keeping the enemy within its forward arc. After the move is complete the unit must declare a charge in the Charge sub-phase against the closest visible enemy unit, if it is possible to do so. If the unit cannot declare a charge then it may carry on with the rest of its turn normally, as if it had not yet moved this turn.

UNIT SIZE: 10+ EQUIPMENT: Dwarf Tickler, bow, shield and light
armour. 6

TROOP TYPE: Infantry. SPECIAL RULES:
Choppas: Models with the Choppas special rule gain +1 Strength in the first round of each combat. This Strength bonus is in addition to any other bonuses for weapons, magic items, spells, and so on. Dwarf Ticklers: Dwarf Ticklers follows all the normal rules for Choppas, but all attacks made with them have the Armour Piercing special rule. Animosity: Harboth’s Orcs suffer from Animosity like any other Greenskin unit, and must test each turn so long as the unit is not engaged Close Combat, is not fleeing, and numbers at least five models. In the Start of the Turn phase roll a D6 for Harboth’s Orcs — on a 2+ the unit passes the test and moves/fights normally this turn. On a roll of I the unit fails the test. To determine what happens, roll a D6 and consult the table to the right:

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MAD MULLAH AKLAN'D'S DEATH COMMANDOS
It was the talented and fanatical Mullah Aklan'd who first led the Men of the South against the Elven lands. Within his lifetime the Mullah had reduced the Elven nations to a few pockets of isolated resistance, and taken control of all of their old trade routes. It was at this time that the Sea Elves undertook many of their great journeys across the western seas. Aklan'd may have been insane; many claimed as much, most of them died horribly. His brand of religion was based upon the old religions of the desert tribes, modified to accord more closely with his own distorted view of the world. His most dedicated followers were the Aklan'd Death Commandos. This elite regiment was formed from the most devoted of the young desert warriors, men willing to die, and in dying gloriously pass into the highest of the 7 Heavens, known as St'oec. The successors of the Mullah maintained the glorious tradition of the Death Commandos, always choosing the finest equipment for them and always placing them at the forefront of battle. The most honoured post in the Death Commandos is that of Champion Eunuch. Hasim - the current Champion is an enormously fat Eunuch renowned as the slayer of over 100 infidels.

THE REGIMENT
CAPTAIN: Mad Mullah Aklan'd. BATTLE-CRY: Purity through death! APPEARANCE: Mail armour and helmet. The long blue coat is made up of thick padded material and can be worn either underneath or over the armour. The Death Commandos wear the badge of the Mullah. POINTS: Mad Mullah Aklan'd plus nine Death Commandos, including Hasim the Eunuch, a Standard Bearer and Musician, cost a total of 150 points. This is the minimum size of unit you can hire. The regiment may be enlarged by adding extra Death Commandos at a cost of 7 points each.
M WS BS S T Mad Mullah 4 5 3 4 4 Hasim 4 4 3 4 4 Death Commando 4 3 3 3 3 W 2 1 1 I 5 3 3 A Ld 3 8 2 8 1 7

EQUIPMENT: Hand weapon, shield and light
armour.

TROOP TYPE: Infantry. SPECIAL RULES: Frenzy, Hatred (Empire and
Bretonnia). Note: Mad Mullah Aklan’d’s Death Commandos may not be included in the same army as the Knights of Origo.

UNIT SIZE: 10+

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THE BOWMEN OF WOOD ELF PRINCE OREON
wrested from a fearsome Giant during the Southlands campaign. The company proved more than willing to get stuck in, and after their return to the Old World formed the basis of the Greenwoods defence. Oreon himself grew sullen over the years and took to brooding over the loss of his eye and vitality, a result of a wound inflicted by Dornbast. One day he simply vanished. Popular legend has it that he went in search of his lost eye. The tale is told in some length in the 'Lay of Oreon's Folly', a well known drinking song.

THE REGIMENT
CAPTAIN: Prince Oreon. BATTLE-CRY: 'The Greenwoods!”, also “Oreon,
Oreon!”, and “Take the high ground”.

APPEARANCE: Green tunic and breeches with
weather stained green cloak and hood. Long leather boots are worn with turned down tops. Oreon wears the same uniform, but in a more elaborate cut.

POINTS: Prince Oreon plus nine Bowmen, including
Ilfrun, a Standard Bearer and Musician, cost a total of 220 points. This is the minimum size of unit you can hire. The regiment may be enlarged by adding extra Bowmen at a cost of 12 points each. All of the remnant Wood Elves of the Old World are noted for their amazing skills with the bow. From amongst his father's people, Prince Oreon chose the best archers and woodsmen and assembled this famous Elven band. With his Company, Oreon left the Old World and took ship to the Elf Kingdoms, where he joined the crusading army of the Sea-Elf Lord Staleor. He fought with distinction in Staleor's Southlands campaign, losing an eye in hand-to-hand combat with the Evil wizard Dornbast. The Bowmen of Oreon earned eternal fame on the occasion when a huge Giant Champion challenged Oreon to single combat. Oreon accepted, and as the Giant strode out to do combat, his entire company launched a single volley of arrows, killing the Giant instantly. Although many people thought this a dirty trick, Oreon always maintained that the Giant had rancid breath, smelled utterly foul and deserved to die anyway. Oreon's company wears the traditional hunting green of the Wood Elves, with full capes and hoods. In addition to his bow, each warrior carries a shield, sword, long knife and two quivers. Regimental champion Ilfrun also has a huge double handed sword, a weapon M WS BS S T W 5 6 6 4 3 2 5 4 5 3 3 1 5 4 4 3 3 1 I 7 5 5 A Ld 3 9 2 8 1 8

Prince Oreon Ilfrun Bowman

UNIT SIZE: 10+ EQUIPMENT: Hand weapon & long bow. Ilfrun is armed with a great weapon in addition to his other equipment. TROOP TYPE: Infantry. SPECIAL RULES: Forest Strider.
Asrai Archery: The Elves of Athel Loren are the most accomplished and deadly archers in the whole of the Warhammer world, surpassing even their High Elven brethren. Wood Elves do not suffer the -1 to hit penalty for moving and shooting. Wood Elf Longbows: The longbows carried by Prince Oreon’s Bowmen are more powerful than those carried by other races. All shots fired by their longbows are Strength 4 at short range.

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ELWING'S ELVEN GUARD CAVALRY
The Elves have never been a very militaristic nation, preferring to raise impromptu armies of citizens rather than keep a large standing army. The seclusion of the High Elves and the basically maritime nature of the Sea Elves also made it inessential to have a large army. However, to guard the coasts of the Sea Elf lands against possible foreign incursions, a body of Guard Cavalry is maintained, small units being distributed throughout the Elf Kingdoms. Captain Elwing of Lothern was the leader of one such small unit, stationed along the north coast of the Elf Kingdom. He sprang to fame during the Norse Raids at a time when adventurous Old Worlders were beginning to nurture territorial ambitions in the Elf Kingdoms. The Elves quickly put the invaders to flight, and those that fled to their longships were later intercepted and destroyed by the Sea Elf navy. Elwing's rout of the armies of Norse Champion Cecil Bloodaxe the Mauler of Many, and his subsequent slaying of the same were much talked about in Lothern and still form the basis for many popular stories of heroism. Elwing's extreme cool in insisting that he finished his game of shove ha'penny against the Regimental champion Estrulan before riding out to meet the invaders has passed into Elvish folklore.

THE REGIMENT
CAPTAIN: Elwing of Lothern. BATTLE-CRY: Death to the Defilers! APPEARANCE: The Elves are dressed in blue uniforms, whilst most of the leatherwork is black or red: Helmets and other metal fitting are silver or silver plated. Spear-shaft are painted blue, with white, blue or red pennants indicating different Companies. Elwings Company have Red pennants. As the Company Champion, Estrulan carries the Companies Charter around his neck. This sealed container establishes the right of the Company to bear arms in the Elf Kingdoms and is the symbol of their authority. The symbol of the Regiment is emblazoned upon the shield of each trooper. POINTS: Elwing plus four Elven Guards, including Estrulan, a Standard Bearer and Musician, cost a total of 190 points. This is the minimum size of unit you can hire. The regiment may be enlarged by adding extra Elven Guards at a cost of 18 points each.
Elwing Estrulan Elven Guard Elven Steed M WS BS S T W 5 6 6 4 3 2 5 5 5 3 3 1 5 4 4 3 3 1 9 3 0 3 3 1 I 7 5 5 4 A Ld 3 9 2 8 1 8 1 5

UNIT SIZE: 5+ EQUIPMENT: Hand weapon, spear, shield and light
armour.

TROOP TYPE: Cavalry. SPECIAL RULES: Always Strikes First, Fight in
Extra Ranks. Valour of Ages: When the High Elves war with their sundered kin there is not one amongst the host who does not give his all. Uncertainty, dread, dismay; all are banished from the mind until the din of battle fades and weapons can be set at ease once more. High Elves (not including any mounts) may re-roll any failed psychology tests when fighting a Dark Elf army.

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KARNAC'S LIZARDMEN RAIDERS
When the Dwarfs built the mountain city of Caraz-ACarak in the East of the Old World, they created the largest, most wonderful and impregnable fortress the world was ever to see. Its chambers and halls opened into the heart of the mountain and deep into its roots. Unknown to the Dwarfs their tunnellings were to lead them into the still vaster, still deeper and unfathomably more ancient caverns below the mountains. Within these caverns dwelt many foul creatures. Little did the Dwarfs guess of the blood-letting and savagery that was to rise from beneath their feet. Soon the lower passages of the Dwarf Kingdoms became the hunting grounds of the perilous Lizardmen, the most feared of whom was the reptile known to the Dwarfs as Karnac, leader of a savage band of Lizard men including the dread animal called Huris. For almost a hundred years the Dwarfs battled against the Lizardmen, chamber by chamber and level by level. But the Lizardmen proved too strong, and grew ever stronger as they feasted upon the flesh of the slain and drank the blood of their doomed captives. In the main chamber of the 142nd level Karnac slew and subsequently ate a dozen Dwarf warriors, including Baluk Ironfist, the heir to the Kingship. After this occasion his howls of indigestion echoed throughout the fortress for many weeks. Eventually the Dwarfs gave up hope of ever recovering the lower levels, and sealed them off by collapsing the connecting passages. What then became of Karnac, Huris and the Lizardmen can only be imagined.

POINTS: Karnac plus nine Raiders, including Huris,
a Standard Bearer and Musician, cost a total of 250 points. This is the minimum size of unit you can hire. The regiment may be enlarged by adding extra Raiders at a cost of 13 points each. M WS BS S T W 4 5 0 5 5 2 4 3 0 4 4 1 4 3 0 4 4 1 I 3 2 2 A Ld 4 8 3 8 2 8

Karnac Huris Saurus Raider

UNIT SIZE: 10+ EQUIPMENT: Two hand weapons, light armour
and shield.

TROOP TYPE: Infantry. SPECIAL RULES: Scaly Skin (5+).
Cold Blooded: For Leadership tests, models with the Cold Blooded special rule roll 3 dice and use the two lowest scores.

THE REGIMENT
CAPTAIN: Karnac. BATTLE-CRY: Before battle these creatures raise up a great noise of hissing and snarling, as the cry gets louder and louder the Lizardmen's thirst for blood reaches an uncontrollable level, and they fall upon their unfortunate enemies. APPEARANCE: The colours of the reptiles themselves vary from dull browns to sparkling reds and blues. Karnac himself is white. Huris is green. Most of the equipment carried by these creatures is black, whilst the commonest metal used by the Lizardmen is either copper or a copper alloy such as brass or bronze. Lizardmen sometimes use captured Dwarf armour, which is often iron. Huris wears a very distinctive helmet, which formerly belonged to a Dwarf warrior, but has been beaten so that it more or less fits his reptilian head. The shield carried by these troops is made from the hide of some underground reptile, and is of mottled grey or green colour.

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BATTLE CHARIOT'S OF BOGDAN THE GOBLIN WARLORD
Bogdan Legbreak was the chief of all the Goblins of the northern Old World Mountains at the time of the Goblin and Dwarf Wars. He was of 'Cave Goblin' stock, a fairly small breed but incredibly tough and strong. From his stockade at the foot-hills of the mountains Bogdan led many raids against the Men and Dwarfs of the Old World, including numberous sorties into the north and the area known as the Troll Country between the Old World and Norsca. It was here where Bogdan's marauding charioteers met and destroyed a Dwarf convoy under the command of Bono Bugman, and it was also here that Bogdan met and teamed up with the treacherous Ogre mercenary Grumgot the Rutdrogg. Although Bogdan was killed before the Goblin Wars wars came to an end, his famous chariots continued the fight and took part in every major engagement of the war, including the battles of Zhuf Field, the onslaught on the Middenheim and the final catastrophic battle of Mad Dog Pass. Bogdan's son and the Regiment's Champion Mad Eyed Hogg led the chariots after his death, and survived the war to become a thorn in the side of the Dwarfs for many years. If anything Mad Eyed Hogg was even more violent and drunken than his father, and could be heard for miles around bellowing his war cry of 'Beer for Hogg!'. After the war the chariots were dispersed, although many continued to fight in numerous small skirmishes after the war had ended. The destruction of Bono Bugman, and the convoy of Bugman's ale that he was guarding was one of Bogdan's most influential deeds. Bogdan was present at the Battle of Bagman's Brewery just before his death, and Goblin legend tells of how he goaded Bugman with tales of his son's death before slaying the Old Dwarf in an undignified and painful manner. equipment and the anatomy of the slain being fixed onto the chariot.

POINTS: Bogdan Legbreak’s Chariot, Mad Eyes
Hogg’s Chariot, plus one Chariot with crew cost a total of 200 points. This is the minimum size of unit you can hire. The regiment may be enlarged by adding extra Chariots at a cost of 50 points each. Each three Chariots beyond the starting size counts as an additional Special/Rare choice. Bogdan Mad Eyes Hogg Goblin Chariot Wolf M WS BS S T W 4 4 3 4 4 2 4 3 3 4 3 1 4 2 3 3 3 1 - 5 4 3 9 3 - 3 - I 3 2 2 3 A Ld 3 7 2 6 1 6 - 1 -

UNIT SIZE: 3-9. Each chariot has a crew of 3 Goblins, including Bogdan and Mad Eyes Hogg. They are drawn by 2 Wolves each. Bogdan’s Chariot is drawn by 3 Wolves. All Chariots must be deployed at the same time in groups of 3 unless less than 3 are available, but will otherwise act as separate units.They may use Bogdan’s Leadership if they are within 8” of him. EQUIPMENT: Hand weapons and spears. TROOP TYPE: Chariot (Armour save 5+). SPECIAL RULES: Fear Elves.

THE REGIMENT
CAPTAIN: Bogdan Legbreak. BATTLE-CRY: Bogdan's usual battle-cry was, 'Tear out their livers and eat 'em raw'. After his betrayal by the mercenary Ogre Grumgot, Bogdan took to shouting out 'Rot you Grumgot' during moments of stress. These were reputed to be his last words, uttered as the Ogre tore him limb from limb. Mad Eyed Hogg preferred the cry of 'Beer for Hogg'. APPEARANCE: The charioteers wear pretty much what they like, or what they can steal or plunder. The chariots themselves are often left natural wood, or painted in black. The Goblin take great pride in displaying trophies on their chariots, weapons,
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FLYING GARGOYLES OF BARDA
THE REGIMENT
BATTLE-CRY: A croaking howl, or insane cackle. APPEARANCE: No uniforms are worn as such. The
Gargoyles themselves appear to be able to change their colour - some appear black, others green or red. Their mail armour is made out of shining brass. The standard carries a strange device, almost certainly the emblem of the Deity which the Gargoyles serve.

POINTS: One Gargoyle Champion plus four
Gargoyles, including a Standard Bearer and Musician, cost a total of 165 points. This is the minimum size of unit you can hire. The regiment may be enlarged by adding extra Gargoyles at a cost of 21 points each. M WS BS S T W I A Ld 4 4 0 4 4 1 2 2 8 4 4 0 4 4 1 2 3 8

Gargoyle Champion

UNIT SIZE: 5-20 EQUIPMENT: None. TROOP TYPE: Infantry. SPECIAL RULES: Fear, Fly, Unbreakable,
Unstable, Scaly Skin (4+), Ward save (5+). Barda Von Micklestein was neither the most famous, nor the most powerful wizard ever to live within the confines of the busy seaport of Marienburg. He was, however, almost certainly the most careless. It was as a result of his personal ineptitude that a horde of flying Gargoyles were to be released upon the unsuspecting folk of the city. The ensuing orgy of destruction lasted for a week; seven days in which hellish, inhuman forms stalked and slew the petrified citizenry. By the time things quietened down much of the city lay desolate, and Barda Von Micklestein dangled from a hastily improvised gibbot outside the Dog and Duck Inn. The assault upon Marienburg may have given these creatures a taste for human blood. In any case they have fought on numerous occasions on behalf of the wizards of Marienburg, always with barbaric ferocity. Stone Skin: Barda Gargoyles have an affinity with fire, and have a 2+ Ward save against all fire-based attacks.

MAGIC ITEMS:
Great Standard of Barda (Magic Standard) The Great Standard carried by these demons appears to carry the device of some unknown, but undoubtedly powerful God. So long as the Barda Gargoyles carry this standard no other demonic troops will dare to attack them, not even Greater Demons. No Daemons may ever declare a charge against the Gargoyles while carrying this standard. The Double Horn (Enchanted Item) The foul Double Horn carried by the Gargoyle musician is also magical, for its blast causes severe pain, or even death. One use only. The Double Horn contains a missile attack with a range of 24” that causes D6 Strength 4 hits.

12

NOTLOB'S ORCISH BOLT-THROWING ENGINES
For many years the only route over the Black Mountains was dominated by an Orcish settlement run by Harboth -an Orc of great size and strength. Many battles were fought within this mountain pass, the Black Fire Paw, and many heroes emerged on both sides. Dwarfs and men tried desperately to destroy the Orcs, and the Orcs in turn responded by strengthening their defences and enacting countless revenge raids on human farmsteads. Notlob was already famous amongst his kind when he arrived at the Black Fire Pass. Had he not invented many fiendish engines of war and instruments of torture? Had he not designed and commanded the War Engines that battered down the walls of half the cities in the Badlands? No. Notlob was to apply his creative genius to designing new engines for the defence of the pass.

THE REGIMENT
CAPTAIN: Notlob. BATTLE-CRY: Due to the nature of their weaponry
these Orcs do not employ a battle cry as such although they will happily enter hand to hand combat, screaming, yelling and gesticulating in the usual Orcish fashion. However, unusually for Orcs, many of Notlob's crewmen can write a few words. They employ this talent to enscribe various slogans along their missiles, including such erudite witticisms as, 'Notlob does it from 300 feet' and 'Chew on this Stuntie'.

APPEARANCE: Orcs do not wear uniforms. They
despise uniformity and prefer to individualise all their clothing by applying a good layer of filth. They have a similar attitude to their war engines, and take great delight in giving them names and painting slogans on them. Many Orcs even keep a record of their kills on their engines, together with the names of battles and campaigns in which they have fought.

POINTS: Notlob and two Bolt Throwers cost a total
of 135 points. This is the minimum size of unit you can hire. You may buy extra Bolt Throwers at a cost of +40 points per Bolt Thrower. Every other Bolt Thrower counts as an additional Special/Rare choice. M WS BS S T W I A Ld 4 5 3 4 5 2 3 3 8 4 3 3 3 4 1 2 1 7

Notlob Orc

UNIT SIZE: 2 Bolt Throwers with three crew each, including Notlob. EQUIPMENT: Choppas. Notlob wears light armour. TROOP TYPE: War Machine (Bolt Thrower).
The Men and Dwarfs didn't know what had hit them when their next assault foundered under a driving storm of huge bolts - as large as spears and capable of piercing straight through even the toughest Dwarf armour. Further assaults proved equally fruitless, and eventually the Orcs were left alone, to continue their age-old trades of murdering travellers and plundering merchant convoys. The Black Fire Pass conflict was to earn Notlob a reputation amongst Human and Dwarf kind. However, he always considered the invention of the 'Happy Halfling Mangling Rod and Head Press' to have been his greatest achievement.

13

THE MIGHTY THROG AND HIS HOBGOBLIN DESPOILERS OF THE DARK LANDS
Driven from the Old World at the end of the Goblin Wars many of the Goblins, Orcs, Hobgoblins and other allied creatures fled into the Dark Lands. The Dark Lands were then, as now, truly dark: ceaseless volcanic activity, steaming tar pits and terrible, natural pollution shielded the land from the sun. Little could grow in such a place, and very few creatures could tolerate the barren landscape, the gloom and the choking air. Throg, however, quite liked it. From his armed camp on the eastern side of the World's Edge Mountains, Throg gathered his seasoned warriors and began to carve himself out a little empire. Soon a goodly chunk of the western part of the Dark Lands were under his control, and he began to extend his power deep into the mountains themselves. Here he and his Champion, Grunmunter the Beast, fought numerous battles in the valleys and passes of the mountains, and eventually within the Dwarf fortresses. His enemies were mostly Dwarfs, and the Hobgoblins soon acquired a taste for the flesh of these creatures. Of all the many bloody and violent deeds of Throg the most often remembered is the so called Feast of the Dwarven King. On this occasion the Hobgoblins infiltrated the underground fortress of Boran Fireheart a powerful Dwarf lord. The Hobgoblins secreted themselves in the kitchens until the night of a feast, subdued the servants and disguised themselves in the aprons and other clothing of the waiters. That Boran Fireheart failed to notice until far too late that his kitchen staff were all over 6' tall and incredibly ugly, can only be put down to the general level of intoxication. The feast went ahead as usual, but instead of the planned proceedings the Hobgoblins ate Boran and his guests, while Throg entertained by torturing a troop of Halfling Juggler s unlucky enough to be passing through. What became of this renowned fighter is a mystery, some say that he disappeared whilst leading a mixed force of goblinoids into the Dwarf Fortress of Raven's Hold. Others link his disappearance to treachery on behalf of the ferocious Grunmunter, a callous individual.

APPEARANCE: Clothing is mostly made out of
leather or fur, and is of various shades of brown. Grunmunter wears a huge fur cloak, and around his heavy belt he keeps his latest trophies - the heads of his victims. The shields carry the emblem shown drawn in the blood of their enemies. Colours will therefore vary from bright red to darkish brown or black.

POINTS: The Mighty Throg plus nine Hobgoblins, including Grunmunter, a Standard Bearer and Musician, cost a total of 110 points. This is the minimum size of unit you can hire. The regiment may be enlarged by adding extra Hobgoblins at a cost of 3,5 points each.
Throg Grunmunter Hobgoblin M WS BS S T W 4 5 5 4 4 2 4 4 3 4 3 1 4 3 3 3 3 1 I 4 2 2 A Ld 3 7 2 6 1 6

UNIT SIZE: 10+ EQUIPMENT: Hand weapons, light armour and shields. Grunmunter carries a great weapon and wears light armour. TROOP TYPE: Infantry. SPECIAL RULES:
Hobgoblin Animosity: Unless a Hobgoblin unit is already in combat, fleeing or under five models strong at the start of their turn, you must roll a D6 and consult the following chart for each Hobgoblin unit. Roll separately for each affected unit at the start of the rum.
D6 1 Result We'll get a better view from further back! The Hobgoblins' cowardly nature comes to the fore and they immediately must take a Panic test. If this is passed the unit may act normally this turn. Cut 'em good The Hobgoblins feel they have a good chance of being on the winning side and eating well tonight off the battle's victims. The unit may act normally this turn. Bloody Murder! One of the constant petty squabbles in the ranks is settled with the twist of a knife in a back or two. The unit suffers D3 Wounds distributed as from shooting attacks (these wounds however will not cause a Panic test). Afterwards they gain +1 to their to Hit rolls in Close Combat for this turn only, and may be used normally again.

2-5

THE REGIMENT
6

CAPTAIN: The Mighty Throg. BATTLE-CRY: The strange and animalistic battle cry of these creatures is in the Goblin Tongue. It means, 'Mark your target well and eat it'.
14

THE DISCIPLES OF THE RED REDEMPTION
The Red Redemption was born during the bitter religious wars fought between the Men of the West and the swarthy Arabians. Amongst the countless factions of crusading warriors, those known only as the Brotherhood were surely the most feared and the most powerful. As with all protracted wars, there were long periods of inactivity, whilst supplies were organised, spies sent out or paltry scouting missions undertaken. Such lulls were anathema to the more zealous of the warriorpriests of the Brotherhood . They hated sitting around whilst they knew the Arabians were out there being, well, downright Arabian. Eroneus Balbadron was one such frustrated fanatic. Eroneus fell into a black mood whenever the fighting got held up. Each stoppage caused his moods to become even blacker; indeed, legend has it that his skin and hair turned completely black during this time. His frustration turned easily to anger, and the anger grew inside him until it was almost a palpable thing. He sought solace in the holy books of the Brotherhood, but to no avail. His anger grew and grew until he became crazed and twisted with it. His hatred of Arabians became a hatred for all. Presently, a very strange thing happened that was to change the course of Eroneus's life, and the lives of countless others also. It was a dark evening, and the Brotherhood had just captured the ruins of an ancient temple from a group of Arabians. The enemy had hardly put up any resistance, and the fight had been a most disappointing affair. It was as he searched the ruins for any signs of the enemy that Eroneus saw a curious book, its cover barely visible as it lay on the floor. Eroneus compulsively picked it up and sought secrecy in the ruined remains of a sunken room. Eroneus placed his torch in a bracket by the wall, and feverishly spread the book in front of him. Kneeling before it he began to read. To say that what he read was a bombshell would understate the impact that the volume had on him. In truth his crazed mind could not at first believe that it was possible: this aged book contained the truth. Eroneus was overwhelmed by a feeling of physical, spiritual and mental Redemption. The book was a sacred scripture dedicated to and revering the Chaos God of Khorne. Khorne the black God of Battle, the dark Lord of Slaughter, the thirsting God of Blood! At once Eroneus felt his links with the Brotherhood, and with humanity, permanently broken. In a fever of ecstasy he pounded his face against the chamber walls until all that remained was ... well, little enough remained to betray the fact that he had once been human. Only then did he see the black robes and iron masks that hung upon the chamber walls. The iron mask was unnaturally hot and seared his face as he put it on. The black robes soaked the blood from his armour. Eroneus had become the first and greatest of the Redemptionists, the Master of the Redemption, and his cry was, 'Be redeemed through blood, saved through slaughter.' Quickly slaying his former comrades in a chaotic commando-style exercise of carnage, Eroneus fled into the world at large. His objectives were unclear, but he was certain that people of the right persuasion would be sure to welcome enlightenment. He was right. Only a few years after the incident of the Brotherslaying, the cult of the Red Redemption had become established throughout the Old World. In the secret temples of the cult, initiates were introduced to the vile and bloody ways of the mighty God Khorne The skin was ritually flayed from the face and torso of each initiate. Glowing hot iron face masks and cuirasses formed a now and tougher skin. At last they were permitted to wear the black robes of Khorne. Of course, this resulted in all of the Disciples of the Red Redemption suffering from total and irrevocable madness, but that really didn't bother them too much. They were more concerned in shedding the blood of heretics, as members of the countless groups of Disciples then spreading the ways of Khorne in the world. One such group is Darkhoth's Disciples of the Red Redemption. Darkhoth is said to have been initiated by the Master of the Redemption himself, a great honour indeed. His power is such that he can command a group of up to 40 Disciples. The key to this power is the large black book that he always carries - the Darkhold. This is a transcript of the original scripture book discovered by Eroneus. It is a very powerful magic item, although its uses are confined to cult practices. Merely looking at the pages of this book would drive any living being insane. The Disciples are immune to this by dint of them already having achieved this particular state of mind. Darkhoth is able to read passages from this book, and herein lies his power. A passage read from the book gives Darkhoth absolute power over any Disciples who hear him. During the initiation ceremony, Darkhoth reads a special passage from the book which so assaults the mind of the initiate that his personality is forever shattered. Darkhoth assesses the suitability of the initiate for cult membership by his reaction. If the initiate reacts with extreme violence, this is judged to be good, and he is prepared for flaying and encasement in glowing iron. If the initiate fails to react with sufficient violence, he is given up as a sacrifice to Khorne. Spreading the ways of Khorne through the Old World by means of slaughter, destruction, arson, murder and the propagation of insanity.

15

THE REGIMENT
CAPTAIN: Darkoth, Warrior-Priest of the Red
Redemption.

BATTLE-CRY: Be redeemed through blood! APPEARANCE: The robes of the Disciples are black, edged in red. All equipment tends to be black, or dark colours. The shield, banners and the robes of the Disciples all carry the symbols of the God Khorne. POINTS: Darkoth plus nine Disciples, including
Mordrid, a Standard Bearer and Musician, cost a total of 170 points. This is the minimum size of unit you can hire. The regiment may be enlarged by adding extra Disciples at a cost of 8 points each. M WS BS S T W 4 6 3 4 4 2 4 5 3 4 3 1 4 4 3 3 3 1 I 5 4 4 A 3 2 1 Ld 8 7 7

Darkoth Mordrid Disciple

UNIT SIZE: 10+ EQUIPMENT: Hand weapons, morning stars and shields. Mordrid the Maniac carries a flail and Darkhoth carries two hand weapons. All models wear light armour. TROOP TYPE: Infantry. SPECIAL RULES: Frenzy, Fear (Darkoth and
Mordrid only). Note: The Disciples of the Red Redemption may not be included in the same army as the Avenging Knights of the Cleansing Flame.

16

AVENGING KNIGHTS OF THE CLEANSING FLAME
Worst of all, upon the floor lay the discarded uniform and equipment of a Knight of The Brotherhood. 'Eroneus', he gasped, as he recognised the clothing of one of the company, Eroneus Balbadron, his own cousin. Chronus's mind was thrown into chaos. Clearly his cousin had been murdered, and in a manner both foul and inhuman. The whole thing stank of some perverse religious ritual, of a terrible sacrifice to who knows what hellish god. But it was Garland, the standard bearer who glimpsed the truth, for in his youth he had seen the secret woodland temples of the Gods of Chaos, and had heard rumours of their deeds. He came from the forests of the Empire, lands deep enough and dark enough to hide the minions of chaos and their victims. In the ruins of the temple he recognised the signs. Chronus was struck dumb at what Garland told him. To find that his own cousin was the monster that had undoubtedly precipitated, if not actually accomplished, the deaths of so many good Knights, was a considerable blow. The Knights packed the sanctuary with straw, and around the whole circuit of the hill they spread such flammable materials as lay to hand. Within an hour the whole hilltop was on fire, and what little remained of the Knights of The brotherhood, and of the strange temple, was utterly destroyed. As the flames burned each Knight swore a great and binding oath. “This shall be our call to arms and symbol, the flame of our burning brothers. We must keep the flame burning until such time as our oath is fulfilled and the world cleansed of the evil of Chaos. Only then can our souls rest in peace. And the flame we shall bear as our device, and -the minions of Chaos will come to fear us, and we shall be known as the Avenging Knights of the Cleansing Flame.” So it was that the four Knights travelled abroad in search of Eroneus. They encountered much evidence of his passing, and many men joined them in their quest, for many were the unspeakable acts committed by the defilers of Chaos. The Knights continue in their quest, never ceasing or stopping in one place long enough save to sat or rest.

Chronus Goodheart was a member of a singular band of crusaders in the holy war against the Arabians. He was one of the Brotherhood. Chronus came from a deeply religious family and firmly believed in the ways of the West. He abhorred the swarthy, outlandish men of Araby and their insidiously evil culture. Now he was confronted by the most hideous scene he could possibly have envisaged. Before him was a sight that turned his stomach, and a stench that spelled both his nostrils and his soul. It was human carrion, carrion that had once been friend and fellow crusader. Chronus and his three companions were puzzled arid horrified at the sickening carnage that had fallen upon their fellows. It was the work of no man, or no sane man at least, they reasoned. They built a great funeral pyre to consume what remained of the Knights of the Brotherhood. As the flames bellowed and roared one of Chronus's Knights made a strange discovery amongst the ruins where the massacre had taken place. Returning to Chronus he told of his find, and Chronus at once investigated. What the young Knight had chanced upon was an underground sanctuary -originally part of a temple, but now hidden amongst the ruins. Entering inside Chronus saw the blood stained frescoes, frescoes that depicted scenes of horror and perversion of an altogether abhuman nature.

'From the ashes of the old are born the new, and the fire shall have cleansed them, and they shall be free of evil.' Chronus Goodheart at the funeral pyre of the Brotherhood. 17

THE REGIMENT
CAPTAIN: Chronus Goodheart. BATTLE-CRY: Cleanse them - and they shall be
free of evil!

TROOP TYPE: Infantry. SPECIAL RULES:
Purge: When fighting Warriors of Chaos and Daemon of Chaos, the Knights of the Cleansing Flame are subject to Hatred and roll 3D6 for all Leadership tests and discard the highest result.

APPEARANCE: The shields of the Knights are red with yellow flames. Armour and equipment is black, or a very dark green or blue. Spear-staffs are natural wood. The banner is red with the yellow flame device. The shield, banners and the robes of the Knights all carry the symbol of the flame. POINTS: Chronus Goodheart plus nine Knights,
including Roland, Garland the Standard Bearer and a Musician, cost a total of 200 points. This is the minimum size of unit you can hire. The regiment may be enlarged by adding extra Knights at a cost of 9 points each. M WS BS S T W 4 5 3 4 3 2 4 4 3 3 3 1 4 4 3 3 3 1 4 4 3 3 3 1 I 5 4 3 3 A Ld 3 8 2 8 1 8 1 8

MAGIC ITEMS:
Sword of the Cleansing Flame (Magic Weapon) This spectacular sword is said to have its origin in the far of Araby, where it was forged to slay the Kings of Death. When drawn the blade burn with an eternal flame. Great weapon. Roland's sword gives him the Flaming Attacks special rules. In addition, any model hit will be set on fire on a 5+. Models that are set on fire must test each turn to put the fire out by rolling a 4+. If the fire continues to burn, the model will take a S4 hit that turn and each additional turn it continues to burn. The burning model's may not attack and will be hit automatically while ablaze. Sacred Brazier (Magic Standard) The sacred brazier carried by Garland the standard bearer is a powerful reminder to the knights of their oath. The Knights are Immune to Psychology while carrying this standard. Note: The Avenging Knights of the Cleansing Flame may not be included in the same army as the Disciples of the Red Redemption.

Chronus Roland Garland Knight

UNIT SIZE: 10+ EQUIPMENT: Hand weapons, spears, heavy
armour and shields. Roland carries the Sword of the Cleansing Flame and wears heavy armour. Chronus carries a hand weapon, heavy armour and shield.

.

18

EEZA UGEZOD'S MOTHER CRUSHERS
Of all the Orcish raiders to have plundered the Old World from the World's Edge Mountains, none have been so feared, or so hated as the Great Black Orcs of the Mother Crusher tribe. Their Great Raids of Hunger continued almost completely unchecked for nearly forty two years, leaving in their wake a trail of butchery seldom equaled In Orcish history. Despite many efforts to capture and destroy them, the Mother Crushers always managed to avoid traps set for them. On the few occasions they were brought to battle the outcome invariably favoured the Orcs - using their famous juggernaut columns to push aside any resistance. Their success was due mainly to the inspired leadership of one Orc. Known throughout the tribes as Eeza Ugezod, Orcish legend abounds with stories of this huge and cunning Orc. One such story, typical of the time, concerns the skirmish an the Great Crossing -a huge, natural span bridging one of the few routes through the mountains to the fertile foothills and valleys of the Old World. It was upon this bridge that a group of Orcs led by Eeza Uqezod were attacked by large numbers of Dwarfs and at least one mountain Giant. An extract from the Orcish 'Volees Adgitz' translates as follows.
'We goes miles this day. Last dark we kills many wittering souls, poking and cutting them - but not having times to make it slow and get them good and screechy. We gets on the Great Crossing and suddenly all around there'. Stunty Long Beards (Dwarfs) -trapping us boys and making pain threats. Then they goes all grinning silent, and crashing through the crowd comes a Great One, all drunk up, with great iron boots sparking as it steps, and long spikes and jags hanging off them, all dressed up for Orc stomping. It comes roaring and swaying towards us, swinging its club and making us boys windy and tearful. And the stunties are laughing, saying at last they'll have our pretty fangs to make their stunty women grin and dance. And us bold boys - we bunch up close, but cannot help a little wimpering. But Eeza Ugezod's got no wimper. He waves his axe and swears he's going to cut Great One's feet off and pop them in its face. With this he goes off fast forward and sharp hacks the Great One. Its knees goes one way, its great screaming whiskers goes another. The stunties has one look and go all quiet and shuffly. Then Guted our champion - he gives an honest war shout and we goes off at them cutting up their little bodies, this way and that, and we collects much headskin with hair on it and ties it to our belts. We paints their juices all over the Great Crossing and we calls it the Red Span. We push all the stunties off it, but keeping a few for screarnings later and food for the march. We leaves not too many boys deadstiff and continues our way to make our dearest war and raidings.'

THE REGIMENT
CAPTAIN: Eeza Ugezod. BATTLE-CRY: The Giant Black Orc battle cry can
only be termed as an incomprehensible cacophany of abuse and threat. Each individual does his best to outshout his neighbour. However, against Dwarvern foes they would chorus over and over again the blood curdling battle cry... 'Stomp the stunties - stomp the stunties - stunty stompings fun!'

POINTS: Eeza Ugezod plus nine Mother Crushers, including a Standard Bearer and Musician, cost a total of 210 points. This is the minimum size of unit you can hire. The regiment may be enlarged by adding extra Mother Crushers at a cost of 11 points each.
Eeza Ugezod Mother Crusher M WS BS S T W I A Ld 4 6 3 4 5 2 3 3 8 4 4 3 4 4 1 2 1 8

UNIT SIZE: 10+ EQUIPMENT: Two choppas, great weapons and heavy armour. Eeza Ugezod is armed with two Choppas and wears heavy armour. TROOP TYPE: Infantry. SPECIAL RULES: Choppas, Immune to Psychology, Vanguard (6”).
Armed to da Teef: Black Orcs turn up to battle with as many weapons as they can carry. At the start of each combat the Mother Crushers can choose to fight either with two hand weapons or with a great weapon.

No one is quite sure what happened to Eeza Ugezod he certainly wasn't amongst the hundreds of Black Orc dead after their supernatural defeat at the hands of the Necromantic Chaos Lord Edis Edis...

19

THE NIGHTMARE LEGION – MORDINI'S DOOMED LEGION
Ennio Mordini was one of the most powerful mercenary captains ever to serve among the Tilean City States. For most of his career, he and his men served Duke Fabriano of Lambrusco, expanding that state's fortunes considerably. Their success began to worry their patron, especially since it was not unknown for Tilean mercenary units to seize control of the states which they were supposed to be serving. When the neighbouring state of Organza offered a lucrative alliance on condition that Mordini's troops were disposed of, Fabriano seized the opportunity and sent them into an ambush which none survived. Mordini swore just before he died that he would be avenged on his treacherous employer. Barely five years later, an army of undead skeletons poured out of the Apuccini Mountains, under the tattered banner of Mordini. Fuelled by their hatred, the dead soldiers cut the armies of Lambrusco to ribbons, and razed the city to the ground. It is said that Duke Fabriano spent seven days and seven nights dying. Now the Doomed Legion has turned against Organza and the other City States, destroy everything in their path as they aver themselves upon the double-dealing princes who connived at their murder. While they were alive, Mordini's mercenaries won a number of great victories against the enemies of Duke Fabriano of Lambrusco. They are most remembered, however, for the assault and destruction of Lambrusco. It is rumoured that Mordini has now re-fortified the city, established a dead court there. It appears, though, that no-one living has be close enough to find out. Ennio Mordini Renzo Avanti Legionnaire M WS BS S T W 4 5 0 4 4 2 4 4 0 4 3 1 4 2 0 3 3 1 I 3 2 2 A Ld 3 8 2 7 1 3

UNIT SIZE: 10+ EQUIPMENT: Hand weapons, halberds, heavy armour and shields. Mordini carries a Scabscrath, a shield and wears heavy armour. Renzo carries two hand weapons and wears heavy armour. TROOP TYPE: Infantry. SPECIAL RULES: Unbreakable, Unstable, Fear.
Undead: The Doomed Legion is Undead, and as such the following rules apply to them: If Mordini is killed, the Doomed Legion will quickly begin to crumble to dust. At the end of the phase when Mordini is killed, and at the beginning of each of their turns thereafter, the Doomed Legion must take a Leadership test. If the test is failed, the unit suffers a number of wounds equal to the number they failed the Leadership test by. No saves of any kind are allowed against these wounds. The Nightmare Legion may march as long as Mordini is alive.

MAGIC ITEMS:
Skabskrath (Magic Weapon) The legendary blade of the Undead mercenary, Ennio Mordini, Skabscrath flickers with pale flame. This accursed blade thirsts for the life force of its enemies. A blade so potent it cannot be sheathed without first taking a life, Skabscrath is possessed of an evil sentience that drives the wielder to ever darker acts. Some claim the blade is more steeped in evil than any Vampire, for it will betray its wielder if its bloodlust is not sated. When unsheathed Skabscrath emits the terrible screams of all those it has slain, amplified to such a degree that it can cause those who hear them to die affright. The bearer has the Devastating Charge and Frenzy special rules, and all close combat attacks made by the bearer have the Flaming Attacks special rule. In addition, such is Skabscrath's desire for bloodshed that if the bearer has not killed an enemy model in close combat when the game ends, he is removed as a casualty.

THE REGIMENT
CAPTAIN: Ennio Mordini. BATTLE-CRY: Lacking important things like lungs
and vocal cords the Legion has no battle cry.

APPEARANCE: The Legion's colours are green and
gold. Althougl they no longer wear anything that could be recognised as a uniform, the colours are sometimes visible on the tattered rags of clothing that occasionally survive. A skull set in a red surround, on a dark green field. Shield rims are gold.

POINTS: Ennio Mordini plus nine Legionnaires, including Renzo Avanti, a Standard Bearer and a Musician, cost a total of 150 points. This is the minimum size of unit you can hire. The regiment may be enlarged by adding extra Legionnaires at a cost of 7 points each.
20

The autumn rain hammered down on the armoured column as it wound its way northwards through a narrow defile in the Apuccini Mountains. They were nearing their goal now, and the troops were fighting off the weariness of six days' forced march. At the-head of the column, the unit's lieutenant pushed his helmet up and mopped the water from his face. 'I'll be glad when this job's over,' he commented. 'You're not alone there, Renzo,' replied his chief, 'Once we've finished here, 1 think we'll go to Araby. I've heard there's a new prophet sprung up there.' Renzo nodded. 'Just what we need,' he said, 'Lots of sunshine and a nice, simple little holy war. You know where you are with that sort of job - better than all this political messingabout. What a business, eh? All because of an apple, a piece of string and three initiate priestesses.' 'And the use to which the Duke of Organza's son and heir was putting said items,' his leader reminded him, 'And the fact that one of the initiate priestesses was none other than the youngest daughter of our noble patron. Anyway, it's all money.' They turned a sharp bend in the gulley to find their way blocked by a solid wall of pikemen. Suddenly, archers

appeared on either side of the sheer gulley sides, and a carefully-prepared landslide blocked the way behind them. 'Form up!' bellowed their leader, 'Hollow square - move!' It was obvious that they had walked into a trap, and one from which they had little chance of walking away. Professionals to the last, the mercenaries readied their weapons and prepared to sell their lives dearly. 'Mordini!' came a shout from the opposing ranks. The mercenary captain squinted through the rain. 'Sardo?' he shouted back, 'I thought we were on the same side! Have you sold Lambrusco out?' 'Not quite.' came the reply. 'Duke Fabriano sold you out. The whole war with Organza is a set-up - your death was one of the alliance conditions. You're too effective for your own good, Mordini - he began to worry about what would happen if you turned against him.' Renzo spat loudly. 'Politics!' he grunted. 'What did I tell you?' 'Mordini!' Sardo continued, 'I don't need to tell you that this is not of my choosing.' 'Understood!' Mordini answered, 'Just don't expect it to be easy. And if you do me tell Duke Fabriano this - he hasn't heard the last of Mordini. Someday, somehow, accounts will be settled for this day!'

21

SKARLOC'S WOOD ELF ARCHERS
Skarloc, "the Hooded One" is probly one of the most renowned Wood Elf to walk the Old World in current times. Skarloc and his companions, the wardancer Glam and the apprentice mage Kaia Stormwitch, were adventures for a short time and travelled over the Vaults into the Border Princes. While staying in the fortress of the Border Prince Cline, they discovered the prince had an ancient Wood Elf artefact in his collection in his thrown room. The artefact is the heart shaped casket containing the ashes of the Wood Elf hero, Kern. The artefact has been lost to the Wood Elves for over 100 years. During a meeting with the Border Prince, Skarloc and Kaia attempted to peacefully acquire the artefact, but Cline refused just give the artefact over them without an artefact to replace it. This was unacceptable to Skarloc, and decided that they would return that evening for the artefact. Soon after nightfall, the trio quickly gained access to the halls of the fortress by making short work of the guards and taking the key to the front door. With Wood Elf stealth, Skarloc, Kaia, and Glam moved swiftly to the throne room. What they found their was shocking, to say the least. Cline was in his thrown room with a few Skaven. The Border Prince was haggling with the lead Skaven about selling all of the people under his rule to the Skaven for a few small artifacts. This sickened Skarloc, and the Elves charged in. After a short battle, the Skaven were dead and Glam had the corrupt prince pinned against the wall. Cline offered to give the artefact to them if they would spare his life, Skarloc agreed. After Kaia retrieved the artefact the Elves turned to leave, Cline drew a pistol from his boot and cocked the trigger back. The click that the pistol made when the trigger was cocked flung Glam into action. Moving as fast as the wind, Glam cleaved the princes clean off with one sword and delivered the killing blow with the other. When Skarloc and his companions returned to the Loren Forest, they presented the artefact to the Forest King. He was taken be the bravery and initiative that Skarloc has shown by returning the Casket of Kern to his people. The Forest King had announced that Skarloc would be the defender of the casket, and he would be put in command of band of scouts defending the outskirts of the Loren Forest. The casket was fashioned into a banner, and he and his companions left to meet the scouts. The Wood Elf scouts that would become known as Skarloc's Scouts of gained a name for themselves when defending the southern Loren forest from the Orcs of the Broken Skull tribe. Skarloc and his scouts were the only regiment in the area at the time the Broken Skulls attacked. The story says that Skarloc and his scouts, prepared to meet the charge of the 200 plus Broken Skull Orcs. The regimental musician sounded his brass horn. The sound of the horn terrified the Orcs so much so that they stopped in their tracks and looked to see if a large monster was going to attack them. Then Glam leapt himself on to a stump and charged, signalling the scouts to release a sheet of arrows cutting down a countless amount of greenskins. The Orcs were confused and panicking, Skarloc drew his rune sword and ordered the musician to sound the charge. Once news of the Broken Skull's attack made it to the Forest King, a wing of War Hawk Riders was dispatched to assist Skarloc. When the War hawks arrived, they discovered that Skarloc and the rest of the regiment weren't only alive, but they had totally wiped out the attacking Broken Skull Orcs. The wardancer Glam was crouched on top of mountain of Greenskin bodies totally painted in the greenskin's blood. Duke of Parravon, Gancreb Duc Dequenelles made a request to the Forest King for assistance in his war against the Lichemaster, Heinrich Kemmler. The Forest King sent Skarloc's Scouts to Parravon, since Skarloc has some prior experience working with the filthy humans. When the Lichemaster attacked a village outside Parravon, the Duke's army met the undead threat at full force. Skarloc and his scouts got around the Lichemaster's lines and showered the walking dead with arrows. This did not go over well with the Lichemaster, so he sent Krell to do away with these troublesome elves. Glam and Skarloc charged Krell. They have matched blow with blow, with neither side getting the upper hand. The battle ended when a Questing Knight put a lance in to Krell's back pinning the Wight to the ground. The Lichemaster's army was crumbling Kemmler used his powers to remove his remaining forces and Krell from the field. The Wood Elf scouts were credited for the victory. Skarloc's fame quickly spread across the Old World, and his band of scouts became in demand. Skarloc decided that working with different general, in different lands would give him insight on the working of the enemies of Loren thus allowing his scouts better defend their homeland. From that day forward, Skarloc's Scouts have worked for different Counts of the Empire, Merchant Princes of Tilea, and other Dukes of Bretonnia. They always send whatever they do not need to the Forest King; to whom they are viciously loyal. Skarloc is known both within and beyond the Forest of Loren. Leading a band of Scouts he often ventures far into the lands surrounding the Wood Elf realm to gain advance warning of impending threats. Skarloc is skilled in the interpretations of tracks and portents and will sometimes even warn the Bretonnians if he finds signs of their common enemies. Thus he has

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become a trusted friend of many Bretonnian barons and is welcomed at their castles, especially when he brings the excellent venison of Loren! It is usually Skarloc who acts as the emissary of the King and Queen in the Wood and he it is who is sent to escort friends through the forest to the King's Glade. Skarloc not only knows the Forest of Loren, but also has intimate knowledge of other great forests in the Old world acquired during his scouting expeditions. It is even said that there are small bands of his kin secretly dwelling in many forests utterly unbeknown to the rulers and peoples of these lands. They are undoubtedly there not only as Waywatchers but to befriend and protect any Treemen or Dryads who may still dwell there. Skarloc's men have been known to turn up unexpectedly on many a far flung battlefield, screaming out of the trees to aid those ambushed or surrounded in the woods by Orcs or other vile foes.

and intimidating. He is known by friend and foe alike as the "Laughing Warrior', for in the heat of battle, as he leaps and bounds across the battlefield, he laughs with the joy and exhilaration of the fight, slaying his foes with almost contemptuous case. His wild and ululating cry is often the last thing that the enemies of the Loren hear as they are ambushed by Skarloc's company, their bones to mingle with those of countless others. As a Wardancer, Glam receives +1 Strength when he charges. In addition, he may choose one of the following Shadow Dances of Loec at the start of each round of combat: • Whirling Death: Killing Blow • Storm of Blades: +D3 Attacks • The Shadows Coil: 4+ Ward save • Woven mist: Always Strikes First Kaia Stormwitch: Kaia is the beautiful young daughter of a powerful Wood Elf Mage. Against her father's wishes she ran away to seek the thrills to be had with Skarloc's wandering company. She bears aloft the Valourous Heart Standard, an archaic and much respected totem by the people of the Loren. Know as "The Stormwitch", she brings fiery death and destruction upon the enemies of the Wood Elves. Kaia may cast the spell Urannon’s Thunderbolt like a bound spell (power level 3). Araflane Warskald: Araflane follows the normal rules for musicians. An old Wood Elf trick to scare off men and Orcs was make horns that sound like a monsters cry. The great bronze horn Arafland carries is extremely well crafted and causes Fear in non-Elves.

THE REGIMENT
CAPTAIN: Skarloc 'The Hooded One'. BATTLE-CRY: Since they rely on guerilla warfare and sneak attacks, the scouts have no battlecry. APPEARANCE: The scouts wear leather surcoats over their chain mail, in various shades of green and brown for camouflage. POINTS: Skarloc plus nine Archers, including Glam the Laughing Warrior, Kaia Stormwitch the Standard Bearer Araflane Warskald the Musician, cost a total of 275 points. This is the minimum size of unit you can hire. The regiment may be enlarged by adding extra Archers at a cost of 15 points each.
Skarloc Glam Kaia Arafland Archer M WS BS S T W 5 6 6 4 3 2 5 6 4 3 3 1 5 4 4 3 3 1 5 4 4 3 3 1 5 4 4 3 3 1 I 7 6 5 5 5 A Ld 3 9 2 8 1 8 1 8 1 8

MAGIC ITEMS:
Runesword of Darkwood (Magic Weapon) Skarloc found this sword in the darkest part of the Loren wood. There are runes on that sword that even the oldest of the Wood Elf Mage Lords cannot decipher, one believes that the ancient race know as Zoats may have forged the weapon. This weapon gives Skarloc the Always Strikes First and Armour Piercing special rule. Valourous Heart Standard (Magic Standard) The Valourous Heart Standard incorporates a heartshaped casket holding the ashes of a legendary Elven hero, Kern son of the goddess Torothal. He was believed to be the son of the elven goddess Torothal. Somehow, it ended up in the hands of the very corrupt Border Prince. The Border Prince was slain by Glam and they took the standard. The spirit of Kern has a hardening affect on the scouts, which allows them to hold out against incredible odds. Skarloc's Archers are always Steadfast as long as they have at least one complete rank of five or more models.

UNIT SIZE: 10+ EQUIPMENT: The unit is equipped with hand weapons and long bows. Glam is equipped with two hand weapons. TROOP TYPE: Infantry. SPECIAL RULES: Skirmishers, Scouts, Forest Strider, Asrai Archery
Glam the Laughing Warrior: Glam is the regiment's Wardancer Champion, a fearless guardian of the forest tracks. He sports a huge mane of red hair, which he coats with fat to make it stand on end and look proud

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shield, but with no visible effect. With much shouting and cuffling, it managed to form a dozen or so of the Orcs into something approaching a fighting formation, and they backed against one of the great piles of fallen trunks to protect their backs. From one side of the clearing came a piercing, ululating scream, and a weird figure flew through the air, somersaulting over a stack of timber three times an Orc's height. The figure an Elf, with his body garishly painted and a great mane of impossiblyred hair ran towards the Orcs, whooping and laughing in ferocious joy. The Orcs were transfixed by the strange apparition, which charged towards them unscathed through the hail of arrows. He dodged and twisted past their blades, and whirled along the entire length of the front rank leaving a trail of cut throats and lopped arms in his wake before leaping over the three ranks of Orcs with another flamboyant somersault, which landed him atop the woodpile with the Orc leader's severed head in one hand. As the Wardancer brandished the head, the rest of the Elves broke cover Skarloc with his bow on his back, brandishing his great runesword, Araflane with his horn bellowing over the confusion, Kaia Stormwitch with the group's standard held high and lightning crackling from the bluesilver blade of her athame, and Elves all around charging into the clearing with swords drawn. The death of their leader, coupled with the surprise of the attack, broke the Orcs' morale, and they ran blindly hither and yon, looking for some escape from the clearing but finding only redbladed death. The battle was a short one.
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The sun had barely risen as the group of Elves made their way through the forest. At last they reached the clearing, and moved into position around its edges, casting a loose but deadly net around the edges of the glade. Scarcely a leaf stirred as they took up their positions, and scarcely a shadow moved to betray their presence. In the clearing, the Orcs went about their business unaware. Crews were busily cutting down the smaller trees, and fires had been set about the bases of the larger ones. Animals of various types hung over the several smaller fires most showed signs of having died slowly and painfully, and a piteous squealing betrayed that at least one was still alive. Skarloc's eyes grew hard beneath his hood, and he raised one hand. Araflane Warskald lifted his great bronze horn to his lips, and its harsh bellowing note echoed around the clearing. The sound took the Orcs by surprise, and they froze for an instant and in that instant, half their number died as the first volley of arrows slammed across the clearing. One Orc, larger than the rest and scarred by time and many battles, began bellowing orders. Two arrows burried their heads in its hide before it picked up a

PRINCE ULTHER’S IMPERIAL DWARFS – THE DRAGON COMPANY
As he lay dying in Karaz-a-Karak, King Ulfar Stonehammer of Karak Ungor sent for his son, Prince Ulther, who was leading a punitive expedition in the mountains north of Karak Kadrin. Knowing that it was not the will of the Ancestors that he should live to see Karak Ungor freed from its 4,000-year occupation by the hated Ores and Goblins, King Ulfar charged his son with the task of liberating their hold and slaughtering its occupiers to the last Snotling. King Ulfar laid one further demand on Prince Ulther: to slay any Chaos Dwarf who should cross his path. Ulfar viewed these abominations, and the Tainted Dwarfs from the northern World's Edge Mountains, as a stain upon the honour of the Dwarf race. Taking a dragon-headed post from his father's deathbed as his standard, Prince Ulther accepted the obligations bestowed upon him. He refused to accept the title of King until he could be crowned like his ancestors in the Great Hall of Karak Ungor. King Ulfar passed on to join his Ancestors, secure in the knowledge that his son would carry on the task of liberation. By Dwarf standards, Prince Ulther is young and impetious. He and his elite Dragon Company conduct a rather unorthodox campaign, hunting greenskins and Chaos Dwarfs through the mountains using guerrilla tactics instead of the formal battlefield operations of most Dwarf forces. Attacking by surprise whenever they can, the Dragon Company's pistols and crossbows administer a devastating first attack, sowing panic and confusion in the enemy ranks. The Dragon Company then closes to finish the job with their axes. Most encounters with Prince Ulther and his Dragon Company will occur in the mountainous regions north of Karak Kadrin, or the nearby Imperial and Kislevite foothills Individuals wishing to aid Prince Ulther in his quest are more than welcome, especially if they are Dwarfs. Such individuals should be warned that Prince Ulther doesn't suffer slackers or braggarts, and risks his own life as much as those of his followers. Those who fail to pull their weight are usually abandoned in the mountains without provisions. King Ulther son of Ulfar of Karak-Ungor settled quickly into the responsibilities of command, despite the doubts expressed openly by some of his father’s retainers. The Dragon Company’s most notable exploit was the raising of the siege of Karak-Gromni, when half the attacking Goblins turned to flight on hearing the Company’s battle-cry. Historians are divided over whether this was due to the Dragon Company’s fearsome reputation, or whether they thought a real dragon was coming. Charged by his late father, King Ulfar Stonehammer of the long-fallen Karak Ungor, with carrying out his oath to exterminate the greenskin and Chaos Dwarf races, Prince Ulther was not one to be trifled with. This onerous duty was unlikely to put Prince Ulther in a good humour for the foreseeable future. No matter, a clan obligation was never considered lightly. Though based in Karaz-a-Karak since the fall of their Dwarfhold over four millennia ago, members of the Stonehammer clan have spent decades battling the enemies of their race. Eager to prove his mettle, Prince Ulther, like other young Warlords of his generation, has begun employing tactics that leave the clan Elders of the Warrior craftguilds shaking their beards in disgust. Prince Ulther has scouts lead his warriors over the mountains to ambush and annihilate their enemies, conduct raids on villages, and terrorise their populace. Prince Ulther and his Dragon Company press the attack when they have the advantage. They will also use the terrain to withdraw from larger forces after inflicting as many casualties they can while minimizing their own losses. The Dwarf warlord has no intention of battling superior forces in a pitch battle, preferring to choose the ground and circumstance where his chances of success are favourable. When the occasion arises and it suits his purposes, Prince Ulther will join forces with other Dwarf warbands and armies to battle their enemy. There are even circumstances where Ulther will ally his band with the Imperial army.

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THE REGIMENT
CAPTAIN: Ulther Stonehammer. BATTLE-CRY: A dragon! A dragon! APPEARANCE: Troopers have a dragon design on their belt-buckles, picked out in gold. Surcoats are red. The shield design is a stylised dragon in green and gold, on a red background. POINTS: King Ulther son of Ulfar of Karak-Ungor plus nine Dwarf Warriors, including Borri Forkbeard, a Standard Bearer and a Musician, cost a total of 235 points. This is the minimum size of unit you can hire. The regiment may be enlarged by adding extra Dwarf Warriors at a cost of 14 points each.
Ulther Borri Forkbeard Dwarf Warrior M WS BS S T W 3 6 4 4 5 2 3 5 4 4 4 1 3 4 4 3 4 1 I 4 2 2 A Ld 3 9 2 9 1 9

TROOP TYPE: Infantry. SPECIAL RULES:
Ancestral Grudge: Dwarfs hold grudges for a long time, possibly forever. They have never forgiven the fall of the strongholds at the hands of the Orcish enemy. The Dragon Company Hate all types of greenskins as well as Chaos Dwarfs. Resolute: Dwarfs fight with a grim determination and are reluctant to abandon their position. Dwarfs flee and pursue 2D6-1” instead of the normal 2D6”. Relentless: A Dwarf on the march is an implacable as the turning of the years, and just as impossible to halt. Dwarf units may march even if the enemy is close enough to inhibit march moves. Gromril Armour Armour made from the metal known as gromril is the toughest and sturdiest in the known world. Known variously as meteoric iron, silverstone and hammernought armour, gromril armour is limited to wealthy Dwarfs and the elite Ironbreakers. Gromril armour gives a 4+ Armour Save.

UNIT SIZE: 10+ EQUIPMENT: Hand weapon, brace of pistols,
heavy armour and shield. Ulther and Borri carry abrace of pistols, great weapons and wear Gromril armour.

King Ulfar Stonehammer of Karak-Ungor lay dying. Relatives and retainers were gathered round his bed with its four dragon-topped posts, chewing their beards in grief. "Where is my son?" croaked the king, "Let him come to me." A servant slipped out of the royal bedchamber and hurried to the Prince’s apartments. After a few minutes, Prince Ulther son of Ulfar entered the chamber, whistling cheerfully. "Hello, father," he said, "Still here, then?" "Well, that’s nice," gasped the king, "What about a bit of grief?" The Prince scratched his beard. "Of course I’ll miss you and all that," he said, "But then, I am going to be king when you’ve hung up your hammer. Will mixed feelings do?" The king raised his dimming eyes to the ceiling. "Come closer," he wheezed, "There are some things I must tell you before I die." The Prince approached the four-poster hopefully, as did the court scribe, quill in hand. "My son," croaked the king, "I leave you the rulership of Karak-Ungor" - there was an uncomfortable shuffling among the king’s retainers at this point - "And I leave you my war-axe, with the dragonetched blade..."

"Not the hammer?" interrupted the Prince, a little peevishly. "Watch it or you won’t get the axe." "Sorry." "That’s better. And along with the axe, I leave you a duty. Years ago, I swore that I would never rest until the blight of Chaos was cut out from our race, and the Chaos Dwarfs were no more. I pass that oath on to you. I also pass on to you my oath to exterminate the Goblins and their foul kin. You shall form a warband from the very cream of our race, and take it out to destroy these two enemies. You shall not rest until you have completed your task, nor shall you return to Karak-Ungor, which will be ruled in your absence by my Chancellor, Gorm the Wise..." The king was interrupted at this point by a collective sigh from his retainers, some of whom openly started shaking hands. They were quelled by a stern glance fom the king, who carried on with his death-speech as the scribe wrote furiously. "You shall be called the Dragon Company." he continued, "Take for your standard a dragon-carved post from your father’s deathbed..." CRRRAACK!!! "Not now!" spluttered the king, from beneath the fallen canopy of his bed, "Oh, what’s the use?" And with that, he died.

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FOR HIRE
Bretonnia Dark Elves Dogs of War Special Dwarfs High Elves Special Lizardmen Ogre Kingdoms Orcs & Goblins Skaven The Empire Special Tomb Kings Vampire Counts Warriors of Chaos Wood Elves Special The Knights of Origo Harboth and the Black Mountain Boys Mad Mullah Aklan'd's Death Commandos The Bowmen of Wood Elf Prince Oreon Elwing's Elven Guard Cavalry Karnac's Lizardmen Raiders Battle Chariots of Bogdan the Goblin Warlord Flying Gargoyles of Barda Notlob's Orcish BoltThrowing Engines The Mighty Throg and his Hobgoblin Despoilers of the Dark Lands Disciples of the Red Redemption Avenging Knights of the Cleansing Flame Eeza Ugezod's Mother Crushers The Nightmare Legion Mordini's Doomed Legion Skarloc's Wood Elf Archers Prince Ulther’s Imperial Dwarfs - The Dragon Company Rare Special Special Special Special Rare Special Core Special Rare Special Special Special Special Core Special Special Special Special Special Special Special Special Special Special

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